mumble/plugins/link/link_tester.cpp
2022-01-04 20:17:33 +01:00

113 lines
2.9 KiB
C++

// Copyright 2021-2022 The Mumble Developers. All rights reserved.
// Use of this source code is governed by a BSD-style license
// that can be found in the LICENSE file at the root of the
// Mumble source tree or at <https://www.mumble.info/LICENSE>.
#include "LinkedMem.h"
#include "SharedMemory.h"
#ifndef _WIN32
# include <unistd.h>
#endif
#include <chrono>
#include <csignal>
#include <cstring>
#include <cwchar>
#include <iostream>
#include <random>
#include <thread>
SharedMemory sharedMem;
LinkedMem *lm = nullptr;
std::random_device dev;
std::mt19937 rng(dev());
std::uniform_real_distribution< float > generator(0, 100);
void initMumble() {
lm = static_cast< LinkedMem * >(sharedMem.mapMemory(getLinkedMemoryName(), sizeof(LinkedMem)));
}
void updateMumble() {
if (!lm)
return;
if (lm->uiVersion != 2) {
wcsncpy(lm->name, L"TestLink", 256);
wcsncpy(lm->description, L"TestLink is a test of the Link plugin.", 2048);
lm->uiVersion = 2;
}
lm->uiTick++;
// Left handed coordinate system.
// X positive towards "right".
// Y positive towards "up".
// Z positive towards "front".
//
// 1 unit = 1 meter
// Unit vector pointing out of the avatar's eyes aka "At"-vector.
lm->fAvatarFront[0] = 0.0f;
lm->fAvatarFront[1] = 0.0f;
lm->fAvatarFront[2] = 1.0f;
// Unit vector pointing out of the top of the avatar's head aka "Up"-vector (here Top points straight up).
lm->fAvatarTop[0] = 0.0f;
lm->fAvatarTop[1] = 1.0f;
lm->fAvatarTop[2] = 0.0f;
// Position of the avatar (here standing slightly off the origin)
lm->fAvatarPosition[0] = generator(rng);
lm->fAvatarPosition[1] = generator(rng);
lm->fAvatarPosition[2] = generator(rng);
// Same as avatar but for the camera.
lm->fCameraPosition[0] = 0.0f;
lm->fCameraPosition[1] = 0.0f;
lm->fCameraPosition[2] = 0.0f;
lm->fCameraFront[0] = 0.0f;
lm->fCameraFront[1] = 0.0f;
lm->fCameraFront[2] = 1.0f;
lm->fCameraTop[0] = 0.0f;
lm->fCameraTop[1] = 1.0f;
lm->fCameraTop[2] = 0.0f;
// Identifier which uniquely identifies a certain player in a context (e.g. the ingame name).
wcsncpy(lm->identity, L"Unique ID", 256);
// Context should be equal for players which should be able to hear each other positional and
// differ for those who shouldn't (e.g. it could contain the server+port and team)
memcpy(lm->context, "ContextBlob\x00\x01\x02\x03\x04", 16);
lm->context_len = 16;
}
void signalHandler(int signum) {
std::cout << "Interrupt signal (" << signum << ") received - shutting down..." << std::endl;
lm = nullptr;
sharedMem.close();
std::exit(signum);
}
int main() {
signal(SIGINT, signalHandler);
initMumble();
if (!lm) {
std::cerr << "Failed to create shared memory region (" << sharedMem.lastError() << ")" << std::endl;
return 1;
}
std::cout << "Shared memory created successfully - Now starting update loop" << std::endl;
while (true) {
std::cout << "Tick" << std::endl;
updateMumble();
std::this_thread::sleep_for(std::chrono::milliseconds(500));
}
}